Non-Jedi get Force points too (though they can't accumulate as many as a Jedi or other Force-sensitive type). Probably the best remedy for Fear is playing a droid. You're completely immune to it that way, though on the other hand you haven't got any Force points at all, and sometimes you really need them...(Psi)SeveredHead said:If a non-Jedi gets affected by Fear, what happens? Do they get Force points too, or are they just hosed?
humble minion said:I'd definitely agree with this - to a point. Starship combat is a real problem.
Are you using the errata that doubles DR and hull points for all ships? It may help a bit. It does have its downside though, in that you can make what should be one-shot mooks a lot tougher than they should be (especially considering how incredibly high the Defence of a small, fast ship can be, but that's a rant for another time).
d4 said:another strike against the party is that (again, IME typical for a SW group) only one character has Starship Operation. he's the pilot, so the gunner lacks proficiency in starship weapons and is taking a -4 to attack rolls all the time. since this is a civilian ship, it doesn't have very good fire control systems and he's still attacking at below his BAB. couple that with the party still being low to middling levels and most starfighters have Defense scores in the mid-20s, and they are missing more often than they're hitting.
gundark said:besides who wouldn't want to go aboard an AT-AT/imperial crusier and go about the galaxy blowing up rebel scum
heh. don't tell me, tell the players! as a GM i've had to tone down or cut out most of the spaceship combat because i don't want to blow the party out of the sky...cignus_pfaccari said:They *really* ought to have more than one person with Starship Operation.
d4 said:heh. don't tell me, tell the players! as a GM i've had to tone down or cut out most of the spaceship combat because i don't want to blow the party out of the sky...
d4 said:they want to rely on the NPC astromech droid to make their Astrogation checks for them. i'll grudgingly allow that, but when they ask if the droid can pilot the ship for them i sigh.
humble minion said:Non-Jedi get Force points too (though they can't accumulate as many as a Jedi or other Force-sensitive type). Probably the best remedy for Fear is playing a droid. You're completely immune to it that way, though on the other hand you haven't got any Force points at all, and sometimes you really need them...
Bwah? I mean look at anyone in an X-Wing. The only astrogation computer on board those things IS the R2 unit. AN R2 unit doing itall for you is fine...so long as your R2 is still operational heh. I know several GMs that would make sure your R2 got screwed with so you would have to rely on your own crappy Astrogation scores.cignus_pfaccari said:Oh, our DM makes us roll our own, even if the Jedi Force Warrior's droid has a huge Astrogate score. Sigh. It's that whole "People do the hard stuff, droids assist" philosophy.
cignus_pfaccari said:In my game, we've been in...five combats that involved starships, and one that involved a hovertruck being parked on a Hutt's head.
Our primary ship is a Small transport which is fairly heavily armed, being that we're bounty hunters roaming the Outer Rim. It was initially designed with two turreted quadlasers, 2 concussion missile launchers, and 6 fire-linked ion cannon. Now, it's been refitted with a Medium turbolaser forward, two turreted double turbolasers, 4 concussion missile launchers, and a turreted heavy ion cannon. So, my experience may be a bit...abnormal.
1) One of the soldiers took a turret and blew a shuttle out of the sky...said shuttle was doing Bad Things to the ship we were on, but he hit it a bit harder than he intended.
2) Run across a pirate ambush jumping in-system. We get initiative and hit first, they hit back, and then we full attack and rip their ship into tinfoil.
3) We get shot at by a CorpSec IRD going onto a planet. It bounces off the shields, and we land.
4) My character disables a Nebulon-IV frigate over Hoth with the turreted Ion gun; GM gave it stats as a heavy turbolaser, and I had the target to -5 Hull Points in two shots. I didn't brew it up since I felt kind of bad for blowing them all to heck without warning.
5) Last session, we were shadowing this freighter our Imperial contact asked us to keep an eye on, since he'd gotten word of a pirate ambush. Pirates appear in what appears to be an overwhelming display of force, about 50 Z-95s, which were awfully tough (DM-redesigned as part of the plot). "Freighter" starts spitting out TIEs of various types, and eventually situation stabilizes while we watch, mostly due to a 20-strong wing of TIE-Advances. Until the pirate's main ship appears, which is a Corellian Corvette with massive modifications (like, a HUGE sensor mask). It lays into the transport with a lot more firepower than normal until it has the transport streaming atmosphere, and then starts on the TIE Advances. We light up, and start a gun pass into its rear arc, not quite making it through the shields. One of its turrets engages us, and not only punches through our shields, but drives us into battle damage. At this point, the TIE Advances focus their firepower into the Corvette, knocking down its shields and damaging it a bit. Knowing that we've got this one chance, we pour all our fire into the Corvette, and are able to brew it up.
Now, lessons aren't necessarily applicable, but the main thing I've noticed is that most ships are fairly fragile, compared to the damage a reasonably-designed warship can put out. We haven't done that much maneuvering, preferring to end the combat quickly if we can do so; most of that maneuvering in the two actual ship-to-ship engagements was done to make sure the gunners could get good shots and/or place us outside of the enemy's main guns.
Brad